Uncharted Waters Origin - Uncharted Waters Origin


Enter into the Endless Possibility!
Hello, Admirals.

Maintenance has been completed and Uncharted Waters Origin is now available to play.
Please refer to the following information for details.

Jun. 09 (Fri) Emergency Maintenance Completed

1. Completed Maintenance Schedule
: Jun. 09 (Fri) 2023, 17:30 - 19:10 (UTC+9)

2. Maintenance Compensation
: Mate Ticket x10, Shipbuilding Acceleration (10 min) x10, Special Investment Deed x3.

* You can claim the compensation from your mailbox after the Jun. 9 (Fri) maintenance until Jun. 10 (Sat) 18:40 (UTC+9).
* Compensation is provided only once per account, and the compensation mail will only be kept for 1 day (24 hours).
* Protections, Prayers, Donations, and Tax Permits have been extended for 1 hour 40minutes.

Thank you for waiting for the maintenance to be completed.
We will always strive to maintain the quality and reliability of our services.

Thank you.
Ikonei Island: An Earthlock Adventure - SleepyBurrito
Check out this Ikonei Island stream. Watch Bumpy McSquigums play Ikonei Island on stream!
RockTop - info
1. Adjust the position of the hand to adapt to more different controllers;
2. Fix the bug about the player use Quest Air link cannot climbed by Quest Air link
3.Welcome more and more player join the discord,share interesting experiences and problems encountered
https://discord.gg/vZmXX9kFTp
Jun 9, 2023
Energy Collector - Mongelo
Beta Patch 29 - Patch Notes
Patch to wipe save files and reset leaderboards. Also some bug fixes.

Changes:
  • Save files are reset.
  • Leaderboards are reset.
  • Buy powerup upgrade requirement text is now red when not affordable.
Bug fixes:
  • Music volume no longer resets when restarting the game.
  • Music no longer overlaps itself when prestigeing.
  • Fixed the in-game link to the game's Discord channel.
  • Changed "Gardening" to "Expeditions" in the game guide.

Notes:
  • The game is releasing within an hour! Beta testers should have access now!
  • Suggestions for improvements and features are appreciated!
Jun 9, 2023
Eternal Return - GM Mint
Hello Lumia Island survivors!

Welcome to the last update for changes to Lumia Island.
As we mentioned in the 2nd Update, today’s Dev Journal will cover Pond.

As you all know, Pond is a very troublesome terrain. Because of the pond itself, it forms a giant O-shaped area with a pond in the center. It’s very wide, but because of its shape, most of it is a one-way passage, making gameplay a bit repetitive. The best way to solve an O-shaped terrain is to create a passage through the center.

Filling in the pond would solve a lot of problems, but we wanted to keep it because it is one of the most distinctive features on Lumia Island.

As the number of playable areas will grow to 20, new players may find it difficult to remember the terrain in every single area on Lumia Island. Each area, like Archery Range, Forest, Hotel, or Hospital, has its own unique characteristic, but with the change to 20 areas, we needed to make landmarks that stand out more.

For example, Research Center in the center of the map may be the first thing you remember thanks to its unique concept. Or if you're a student, School may be the first thing you think of. Once you've got a few of these areas down, you can work your way through remembering the others.

Water is also important to players' first impression of Lumia Island. Beach and Pond are often recognized first because their blue color makes them stand out. This is what we mean by landmarks being important for recognition. Depending on individual experiences, you may think of different areas other than the previously mentioned ones. However, for most players, Pond, Research Center, and Forest are the most commonly remembered areas of the current map.



So, instead of filling the Pond, we thought of ways that could make it more of a landmark.

We even considered building a bunch of bridges to improve the O-shaped terrain of Pond. However, since bridges themselves are often long, straight pathways, improvement would be too small-scale and the addition of too many bridges would make it look cluttered and strange.

After a lot of back and forth, we reached a consensus: a Launch Pad! We’ll be adding the Launch Pad from Cobalt Protocol to the middle of Pond. This will bring a lot more variability and different paths to the area. Another advantage is that, unlike other alternatives, we can keep the unique blue color on the current Minimap.





We will also install a Launch Pad to connect Pond to Cemetery. This will diversify the path that was once just a large bridge next to Pond and also help Cemetery’s left side. The current left side of Cemetery is a U-shaped terrain that isn’t exactly the easiest to navigate without crossing Research Center (unless you’re going for Tree of Life!). Now, the path to Pond will greatly increase the use of this area.





Be careful though! When using the Launch Pad, you may jump a little too far and end up in a different area than you want!

Inside Pond, the Launch Pad will open up a pathway like an “aorta” that runs through it. However, it will still need a few more improved pathways.

Previously, Stream could only be crossed with extensive mobility or by being knocked back by a Boar, but we’ll be adding a footbridge that will make crossing much easier.



Another problem with Pond is that there is limited access to all areas except Police Station.

There is also no Hyperloop, so to get to neighboring areas, you have to trudge through long pathways made up of mostly O-shaped paths. (The same goes for the Launch Pad leading to Cemetery.)

The area where the Boar was will now have a pathway to Temple. The path from Temple to Pond used to be a very long, straight path, but with the addition of this central passage, you will have more options available.




Another pathway will also be added near the path that connects to Fire Station. In the current map, this little area was most “controlled by pathways”—in other words, there was a lot of walking around pathways to get where you wanted. Between this and the central Launch Pad, you can now expect quite a bit of variation.




We will also be adding a new pathway that connects to Hospital. This area used to be a narrow path without any alternative routes, with Tree of Life and Hyperloop pretty close together, making it a notorious bottleneck when going between Hospital and Temple. With this new pathway, that issue is pretty much solved.




One thing we had in mind was having Research Center be a Safe Zone at the start of the game, then changed to a Restricted Area later on. However, we had to put that off because we needed to completely redo the algorithm for Restricted Areas. If Research Center can be opened in early game, you’ll have a lot more variety for paths in the center of the map that will allow you to come back later.



So far, we’ve talked about Lumia Island in three separate parts. However, because things are still in development, we’ve first focused on levels and pathways that will be created. In addition to everything we’ve already covered, we’re currently working on other optimization aspects as well, so detailed layouts may change and the quality of different objects will get even better!

Another big thing we’re focusing on for Lumia Island is Lightmaps. It was honestly annoying to calculate object lighting, reflections, and shadows in real-time. We’ll be making this much easier by coding lighting information separately and adding it on top. This will really lighten the load on the game settings and make the game run smoother. This lightmap will make a big difference for backgrounds, but it will serve an even bigger purpose by optimizing the UI and character models.

More information about this will be released in the update titled "Frame Report".

Next Dev Journal, we’ll be diving into another update for our characters. Stay tuned for exciting changes to even more of your favorite characters that weren’t included in the 1st Update. See you soon!

As always, thank you!

You can get WP from the Dev Journals on our web event page.
Web Points(WP) are event points that can be obtained and used throughout the Season 9 web events
A.V.A Global - jeehyojun


Mercenaries!

We’ve been working hard to improve the gameplay experience of A.V.A Global by adding new content, constantly updating the weapon balance, and many others.

Our work continues today to provide a more enjoyable experience by providing various gunplay options while maintaining realistic gunplay and core fun.

Through this announcement, we'd like to take this opportunity to give you a sneak peek of what we are preparing in the upcoming update and tell you what's new for the June update.

1. New Season Format


Season 4 is being prepared and is scheduled to open after the June update.
Thank you so much for your interest and participation in Season 3 'CORE'.

For the following Season, our team is preparing a new format to introduce a variety of weapon series.
Players will get more opportunities to get seasonal skins in Battle Pass and limited skins in the in-game shop boxes.

2. Clan Mark Wars


As you play, you face moments where you have to make various choices such as choosing your Class, Weapons, Squad, and many others which will significantly impact your match results.

Therefore, we want to diversify the range of options to provide more options to enjoy A.V.A Global.

Strategy plus teamplay is one of the most important points in A.V.A Global as well as the weapon balance.

So, we conducted new systems to our game experience more enjoyable.
We believed that Clan Mark War system will bring a new era to skill-based users of A.V.A Global.

After the June update, we will continuously improve Clan Mark Wars for future updates and development directions.

3. New Cloud Service - Geforce Now


After Season 4 is introduced, A.V.A Global will be available to play on one of most players' favorite devices through GeForce NOW, a cloud-based game streaming service.

NVIDIA's game streaming service allows games with a GeForce NOW account on a wide variety of systems, to play a wide selection of games without the need to download a game client, or even have a high-end gaming PC.

Sign up for GeForce NOW via the NVIDIA website, and join the fun on A.V.A Global!

4. New Combination System 2.0


The "Skin Combination" system is was a new system that was introduced to A.V.A Global for all users who wanted a variety of skins.
We've made a slight change to the system where you can now obtain combined skins via this system.

Two weapons from the same group can be combined, and a higher tier(or same) is obtained through a combination process.

After the Season 4 update, A.V.A Global Skin Combination System will have a new skin combination process.

The combination-obtainable skins line-up will be released in the near future. So stay tuned!

We hope you are looking forward to the new season update. Make sure to share AVA Global with all of your friends!

We will continue to improve the game and provide a better experience!
*Please note that everything we are sharing today along with any mentioned information may be subject to change

Thank you.

Sincerely,
Your AVA Global Operations Team
SILENT SCREAM - Tetsuo
Hey Everyone,

We are finally ready to release the demo. It's coming out June 19th, Steam Next Fest. Please look forward to it. This is our first game. We would love to hear your feedback. Please tweet me your experience @mushfiq_iqbal.

Until next time!
Jun 9, 2023
Rem Survival - Immortal Hand Studios
Major Fixes/Changes Only
0.23.06.09 Changes
• Fixed bug report button missing from in-game esc menu.
• Fixed refinery ladder top mounting launching issue.
• Increased animal fat drop amounts.
• Fixed ladder exploit where it would put the player into fly mode.
• Fixed login radiation detection.
• Fixed array network overflow due to extremely large bases.
• Bases are now loaded in chunks to reduce server load times.
• Fixed scrap door being picked up as industrial door.
• Doors, window shutters and hatches are no longer free to repair.
• Increase airdrop minimum drop Z location to prevent airdrops dropping in the ocean.
• Dedicated Servers are now hidden from the server list until data loading has completed.
• Offline player decay days changed to 35 from 30.
• Offline player door decay days changed kept at 30 - this allows 5 days of free roam in an abandoned bases.
• Added new tip - Item Grades.
• Fixed small spiked barricade being picked up as the normal spiked barricade.
• Moved tip notification to top of the screen below the compass.
• You can now set a default skin for crafting items at the paint bench,
• Added new server setting Death Penalty Multiplier this controls how much research points you lose on death.
• Added game setting to change item notification style.
• Fixed server settings not displaying correctly on the server browser.

known issues
• There are currently some known issues with vehicles not always syncing correctly when being dismounted when moving, this seems to be related to chaos physics in Unreal Engine 5, to avoid this issue I would recommend stopping before exiting your vehicle for the time being.

Localization updates do take time so if there are any missing translations, please be aware these will be translated in future updates.

If you wish to keep up to date with the games progress and current road map, please come join the official Rem Survival discord group.

As always if you find any issues or bugs, please report them in-game or via the discord group, if there’s major issues or you wish to discuss them in more detail feel free to on the discord group, I do try my best to test every update best that I can but at the end of the day I’m only one person :-). Thank you everyone for your support and feedback.
Jun 9, 2023
Simple Arcade - Sarni Studio
- Completely redesigned difficulty system, now the difficulty increases smoothly, while the initial difficulty decreased
- Improved performance by optimizing text rendering
- PyGame version was updated from 2.3.0 to 2.4.0
Jun 9, 2023
Demon Command Token 御妖令 - jay.xuanzhou
1、大幅度优化更新
2、Steam成就激活报错日志
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